Sorcerer

Sorcerers have been redone to use new mechanics for their spellcasting. In addition, all Sorcerous Origins now grant bonus spells. This is a moderate change to the class, so it has been reproduced with appropriate changes from the Player's Handbook below.

Class Features

As a sorcerer, you gain the following class features.

Hit Points

Hit Dice: 1d6 per sorcerer level

Hit Points at 1st Level: 6 + your Constitution modifier

Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per sorcerer level after 1st

Proficiencies

    Armor: None

Weapons: Daggers, darts, slings, quarterstaffs, light crossbows

Tools: None

 

Saving Throws: Constitution, Charisma

Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

• (a) a light crossbow and 20 bolts or (b) any simple weapon

• (a) a dungeoneer's pack or (b) an explorer's pack

• Two daggers

Spellcasting

An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells.

Cantrips

At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of Table: The Sorcerer.

Spell Points

You have a pool of points representing your inner arcane power that you can channel to cast spells. Each spell has a point cost based on its level. The Spell Point Cost table summarizes the cost in spell points of spells from 1st to 9th level. Cantrips don't require slots, and therefore don't require points to cast.

To cast a spell, you expend a number of spell points to create a slot of a given level, and then use that slot to cast a spell. You can't reduce your spell point total to less than 0, and you regain all spent spell points when you finish a long rest.

Spells of 6th level are particularly taxing to cast. You can use spell points to create one slot of each level of 6th and higher. You can't create another slot of the same level until you finish a long rest.


The number of spell points you have to spend is based on your sorcerer level, as shown in the Spell Points column of Table: The Sorcerer. Your level also determines the maximum-level spell slot you can create. Even though you might have enough points to create a slot above this level, you can't do so.

Spell Point Cost
Spell Level Point Cost Spell Level Point Cost
1st 2 6th 9
2nd 3 7th 10
3rd 5 8th 11
4th 6 9th 13
5th 7

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the sorcerer spell list.

The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be no higher than the highest-level spell you are allowed to cast (see the Maximum Spell Level column in Table: The Sorcerer). For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level that you can cast.

Spellcasting Ability

Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.  

Spell save DC = 8 + your proficiency bonus +
your Charisma modifier
 
Spell attack modifier = your proficiency bonus +
your Charisma modifier

Eschew Materials

Sorcerers draw their power from within, rather than manipulating the world around them, to create their magical effects. You do not have to provide material components, nor do you require a spellcasting focus for any spell you know as long as that spell's material components do not have a listed cost. Spells that require material components that have a listed cost still require that you provide an appropriate material component.

The Sorcerer
Level Proficiency Bonus Features Cantrips
Known
Spells
Known
Spell
Points
Maximum
Spell Level
Sorcery
Points
1st +2 Spellcastion, Sorcerous Origin 4 2 2 1st
2nd +2 Font of Magic 4 3 6 1st 2
3rd +2 Metamagic 4 4 14 2nd 3
4th +2 Ability Score Improvement 4 5 17 2nd 4
5th +3 5 6 27 3rd 5
6th +3 Sorcerous Origin feature 5 7 32 3rd 6
7th +3 5 8 38 4th 7
8th +3 Ability Score Improvement 5 9 44 4th 8
9th +4 5 10 57 5th 9
10th +4 Metamagic 6 11 64 5th 10
11th +4 6 12 73 6th 11
12th +4 Ability Score Improvement 6 12 73 6th 12
13th +5 6 13 83 7th 13
14th +5 Sorcerous Origin feature 6 13 83 7th 14
15th +5 6 14 94 8th 15
16th +5 Ability Score Improvement 6 14 94 8th 16
17th +6 Metamagic 6 15 107 9th 17
18th +6 Sorcerous Origin feature 6 15 114 9th 18
19th +6 Ability Score Improvement 6 15 123 9th 19
20th +6 Sorcerous Restoration 6 15 133 9th 20

Sorcerous Origin

Choose a sorcerous origin, which describes the source of your innate magical power. Origins are detailed at the end of the class description.

Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.

Your choice also grants you additional spells known at 1st, 3rd, 5th, 7th, and 9th level. These spells do not count against your spells known as shown in the Spells Known column of Table: The Sorcerer

Font of Magic

At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.

Sorcery Points

You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.


Flexible Casting

You can use your sorcery points to gain additional spell points, or sacrifice spell points to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.

Converting Between Sorcery Points and Spell Points

As a bonus action on your turn, you can transform unexpended sorcery points into spell points, or you can transform unused spell points into sorcery points.

You can exchange sorcery points for spell points on a one-for-one basis (one sorcery point per spell point), but cannot convert more sorcery points at any time than the spell point cost of the highest-level spell you can cast. You cannot exceed your normal spell point maximum when converting sorcery points.

Alternatively, you can exchange spell points for sorcery points on a one-for-one basis (one spell point per sorcery point), but cannot convert more spell points at any one time than the spell point cost of the highest-level spell you can cast. You cannot exceed your normal sorcery point maximum when converting spell points.

Metamagic

At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another two at 10th and 17th level. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

Careful Spell

When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.

Distant Spell

When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.

When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.

Empowered Spell

When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.

You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.

Extended Spell

When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.

Heightened Spell

When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.

Quickened Spell

When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.

Subtle Spell

When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.

Twinned Spell

When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).

To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.


Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Sorcerous Restoration

At 20th level, you regain a number of expended sorcery points equal to your Charisma modifier (minimum 1) whenever you finish a short rest.

Sorcerous Origins

The Sorcerous Origins features exist as-published in the Player's Handbook and other material, but are modified as shown here. Add or update the following features for each Origin type.

Draconic Bloodline

Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.

The Draconic Origin was originally published in the Player's Handbook. It is presented here in slightly modified form.

Dragon Ancestor

At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.

Dragon Damage Type
Black Acid
Blue Lightning
Brass Fire
Bronze Lightning
Copper Acid
Gold Fire
Green Poison
Red Fire
Silver Cold
White Cold

You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.

Power of Dragons

Your draconic ancestry grants you additional spells based on the element embodied by your forebearers. These spells do not count against the number of sorcerer spells you can know based on your class level, and they are considered to be sorcerer spells for you. You choose your bonus spells from this list, and may select one spell at 1st, 3rd, 5th, 7th, and 9th levels. If a spell has an asterisk (*) next to it, instead of dealing damage of the type listed in the spell’s entry, it instead deals damage of the type that matches your Draconic Ancestry. For example, a Sorcerer with a Black Dragon ancestor who chooses the fireball spell from this list will deal acid damage instead of fire when casting it.

Draconic Origin Bonus Spells
Class
Level
First Option Second Option
1st burning hands * charm person
3rd scorching ray * suggestion
5th fireball* fear
7th wall of fire * polymorph
9th cone of cold *† dominate person

* These spells deal elemental damage of a type that matches your Draconic Ancestry rather than their original type. In addition, when chosen by green dragon sorcerers, these spells call for Constitution saves instead of Dexterity saves, and use d12s for damage dice. All other Draconic Origins’ first option spells use Dexterity saves as written, and damage dice remain as presented in the Player's Handbook.

Creatures slain by altered versions of this spell take on an appearance which fits the new element. For example, a creature killed by a cone of fire may be a charred husk, where a creature killed by a cone of acid may be reduced to smoking bones.

Draconic Resilience

As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier.

Elemental Affinity

Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.

Dragon Wings

At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.


You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Draconic Presence

Beginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.

Favored Soul

Your power was invested in you by a deity or supernatural power. Perhaps you are a knowing agent of this powerful being, or perhaps you simply found yourself granted an incredible gift without knowing why. Favored Souls often feel called to serve the interests of their patron deity, regardless of whether they know whom they serve.

The Favored Soul was originally published in Unearthed Arcana. It is presented here in slightly modified form.

Chosen of the Gods

At 1st level, you choose one of the cleric class’s divine domains. You choose one of that domain’s spells for 1st-level clerics to add to your known spells. These spells do not count against the number of spells you can know, and they are considered to be sorcerer spells for you. When you reach 3rd, 5th, 7th, and 9th levels in the sorcerer class, you likewise choose one of your domain’s spells that become available at those levels.

Bonus Proficiencies

At 1st level, you gain proficiency in light armor, medium armor, shields, and simple weapons.

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Divine Wings

At 14th level, you gain the ability to sprout a pair of wings from your back (feathered or bat-like, your choice), gaining a flying speed equal to your current walking speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.

You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Power of the Chosen

Starting at 18th level, when you cast one of the spells you learned from your Chosen of the Gods class feature, you regain hit points equal to your Charisma modifier (minimum 1) + the spell’s level.

Shadow

Your innate magic comes from the Shadowfell. You might trace your lineage to an entity from that place, or perhaps you were exposed to its fell energy and transformed in some fundamental manner.

The power of shadow magic casts a strange pall over your physical presence. The spark of life that sustains you is muffled, as if it struggles to remain viable against the dark energy that imbues your soul. At your option, you can pick from or roll on the following table to create a unique quirk for your character.

The Shadow Origin was originally published in Unearthed Arcana. It is presented here in slightly modified form.

Shadow Sorcerer Quirks
 d6  Quirk
1 You are always icy cold to the touch.
2 When you are asleep, you don’t appear to breathe
(though you must still breathe to survive).
3 You don’t seem to bleed, even when badly injured.
4 Your heart beats once per minute. This event
sometimes surprises you.
5 You have trouble remembering that living creatures
and corpses should be treated differently.
6 You blinked. Once. Last week.

Eyes of the Dark

From 1st level, you have darkvision with a range of 60 feet. You can cast darkness by spending 1 sorcery point. You can see through any darkness spell you cast using this ability.

Power of Darkness

The darkness inside of you unlocks unusual powers, granting you additional spells known. These spells do not count against the number of sorcerer spells you can know based on your class level, and they are considered to be sorcerer spells for you. You choose your bonus spells from this list, and may select one spell at 1st, 3rd, 5th, 7th, and 9th levels.

Shadow Origin Bonus Spells
Class
Level
First Option Second Option
1st false life ray of sickness
3rd gentle repose ray of enfeeblement
5th animate dead vampiric touch
7th death ward Evard's black
tentacles
9th raise dead hold monster

Strength of the Grave

Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. Whenever damage reduces you to 0 hit points, you can make a Constitution saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You cannot use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit.


Hound of Ill Omen

At 6th level, you gain the ability to call forth a howling creature of darkness to harass your foes. As a bonus action, you can spend 3 sorcery points to summon a hound of ill omen to target one creature you can see. The hound uses a dire wolf’s statistics with the following changes:

• The hound is size Medium.

• It can move through other creatures and objects as if they were difficult terrain. The hound takes 5 force damage if it ends its turn inside an object.

• At the start of its turn, the hound automatically knows its target’s location. If the target was hidden, it is no longer hidden from the hound.

The hound appears in an unoccupied space of your choice within 30 feet of the target. Roll initiative for the hound. On its turn, it can move only toward its target by the most direct route, and it can use its action only to attack its target. The hound makes opportunity attacks, but only against its target. Additionally, the target has disadvantage on all saving throws against your spells while the hound is within 5 feet of it. The hound disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes.

Shadow Walk

At 14th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.

Shadow Form

At 18th level, you can spend 3 sorcery points to transform yourself into a shadow form as a bonus action. In this form, you have resistance to all damage except force damage, and you can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object. You remain in this form for 1 minute.

Storm

Your innate magic comes from the power of elemental air. Perhaps you were born during a howling gale so powerful that folk still tell stories of it. Your lineage might include the influence of potent air creatures such as vaati or djinni. Whatever the case, the magic of the storm permeates your soul.

Storm sorcerers are invaluable members of a ship’s crew. Their magic allows them to exert control over wind and weather in their immediate area. Their abilities also prove useful in repelling attacks by sahuagin, pirates, and other waterborne threats.

The Storm Origin was originally published in Unearthed Arcana, and later in the Sword Coast Adventurer's Guide. It is presented here in slightly modified form.

Stormborn

The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial. In addition, you gain additional spells known. These spells do not count against the number of sorcerer spells you can know based on your class level, and they are considered to be sorcerer spells for you. You choose your bonus spells from this list, and may select one spell at 1st, 3rd, 5th, 7th, and 9th levels.

Storm Origin Bonus Spells
Class
Level
First Option Second Option
1st fog cloud thunderwave
3rd gust of wind levitate
5th call lightning sleet storm
7th conjure minor
elementals
*
ice storm
9th conjure elemental flame strike º

* Unless you gain this spell from another source, you can summon only smoke mephits, steam mephits, ice mephits, or dust mephits with it.

Unless you gain this spell from another source, you can summon only air elementals with it.

º This spell deals lightning damage instead of fire and thunder damage instead of radiant.

Tempestuous Magic

At 1st level, you are attuned to elemental air magic. Whenever you cast a spell other than a cantrip during your turn, whirling gusts of elemental air surround you. You can use a bonus action to fly 10 feet without provoking opportunity attacks.

Heart of the Storm

At 6th level, you gain resistance to lightning and thunder damage. Whenever you cast a spell other than a cantrip that deals lightning or thunder damage, a stormy aura surrounds you. In addition to the spell’s effects, creatures of your choice within 10 feet of you take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level.


Storm Guide

At 6th level, you gain the ability to subtly control the weather around you.

If it is raining, you can use an action to cause the rain to stop falling in a 20‐foot radius centered on you. You can end this effect as a bonus action.

If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100‐foot radius around you. The wind blows in that direction until the end of your next turn. You have no ability to alter the speed of the wind.

Storm's Fury

At 14th level, the storm energy you channel through your magic seethes within your soul. When you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker equal to your sorcerer level. The attacker must also make a Strength saving throw, with a DC equal to 8 + your Charisma bonus + your proficiency bonus. On a failed save, the attacker is pushed in a straight line 20 feet away from you.

Wind Soul

At 18th level, you gain a flying speed of 60 feet and immunity to lightning and thunder damage.

As an action, you can reduce your flying speed to 30 feet for one hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a flying speed of 30 feet for 1 hour.

Wild Magic

Your innate magic comes from the wild forces of chaos that underlie the order of creation. You might have endured exposure to some form of raw magic, perhaps through a planar portal leading to Limbo, the Elemental Planes, or the mysterious Far Realm. Perhaps you were blessed by a powerful fey creature or marked by a demon. Or your magic could be a fluke of your birth, with no apparent cause or reason. However it came to be, this chaotic magic churns within you, waiting for any outlet.

This Origin was originally printed in the Player's Handbook. It is presented here in modified form.

Wild Magic Surge

Starting when you choose this origin at 1st, your spellcasting can unleash surges of untamed magic. Immediately after you cast a sorcerer spell of 1st level or higher, roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect (see below).

Tides of Chaos

Starting at 1st level, you can manipulate the forces of chaos to gain an advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.

Any time before you regain the use of this feature, if you experience a Wild Magic Surge, you regain the use of this feature.

Power of Chaos

The chaotic energy within you manifests itself in many different ways. After you finish a long rest, roll a d20. Compare the number rolled to the d20 Roll column of Table: Wild Magic Bonus Spells. The corresponding list of spells are your bonus spells until your next long rest, and you automatically know each one for which you meet the required class level. If you would be granted a bonus spell you already know, you do not gain a bonus spell for that level, but instead gain a bonus to your available spell points equal to the casting cost of that spell at its lowest level. This bonus can cause your available spell points to exceed your normal maximum.

Wild Magic bonus spells may include spells not normally on the Sorcerer and Wizard lists. Spells from other spellcasters’ lists are treated as Sorcerer spells for you -- you cast them as Sorcerer spells and use Charisma as your spellcasting ability.

Spells marked with an asterisk (*) do not require any material components, regardless of cost, if granted to you as a bonus spell.

Bend Luck

Starting at 6th level, you have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.


Controlled Chaos

At 14th level, you gain a modicum of control over the surves of your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and choose either number.

Spell Bombardment

Beginning at 18th level, the harmful energy of your spells intensifies. When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again, and add that roll to the damage. You can use the feature only once per turn.

Wild Magic Surge
d100 Effect
01‑02 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.
03‑04 For the next minute, you can see any invisible creature if you have a line of sight to it.
05‑06 A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later.
07‑08 You cast stinking cloud as a 3rd-level spell, centered on yourself.
09‑10 Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow.
11‑12 Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow.
13‑14 You cast confusion centered on yourself.
15‑16 For the next minute, you regain 5 hit points at the start of each of your turns.
17‑18 You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face.
19‑20 You cast grease centered on yourself.
21‑22 Creatures have disadvantage on saving throws against the next spell you cast within 1 minute that involves a saving throw.
23‑24 Your skin turns a vibrant blue. Remove curse can end this effect.
25‑26 An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight.
27‑28 For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action.
29‑30 You teleport up to 60 feet to an unoccupied space of your choice that you can see.
31‑32 You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied.
33‑34 Maximize the damage of the next damaging spell you cast within the next minute.
35‑36 Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger, if the roll is even, you get older.
37‑38 1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute.
39‑40 You regain 2d10 hit points.
41‑42 You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks and your form reverts.
43‑44 For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns.
45‑46 You cast levitate on yourself.
 
d100 Effect
47‑48 A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later.
49‑50 You can't speak for the next minute. Whenever you try, pink bubbles float out of your mouth.
51‑52 A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to magic missile.
53‑54 You ar immune to being intoxicated by alcohol for the next 5d6 days.
55‑56 Your hair falls out, but regrows within 24 hours.
57‑58 For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame.
59‑60 You regain spell points equal to the casting cost of the highest-level spell you can cast.
61‑62 For the next minute, you shout when you speak.
63‑64 You cast fog cloud centered on yourself
65‑66 Up to 3 creatures you choose within 30 feet of you take 4d10 lightning damage.
67‑68 You are frightened by the nearest creature until the end of your next turn.
69‑70 Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell.
71‑72 You gain resistance to all damage for 1 minute.
73‑74 A random creature within 60 feet of you becomes poisoned for 1d4 hours.
75‑76 You glow with bright light in a 30-foot radius for 1 minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn.
77‑78 You cast polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell's duration.
79‑80 Illusory butterflies and flower petals flutter in the air within 10 feet of you for 1 minute.
81‑82 You can take one additional action immediately.
83‑84 Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the damage dealt.
85‑86 You cast mirror image.
87‑88 You cast fly on a random creature within 60 feet.
89‑90 You become invisible for 1 minute. During this time, other creatures can't hear you. The invisibility ends if you attack or cast a spell.
91‑92 If you die within 1 minute, you immediately return to life as if by the reincarnate spell.
93‑94 Your size increases by 1 size category for 1 minute.
95‑96 You and all creatures within 30 feet of you gain vulnerability to piercing damage for 1 minute.
97‑98 You are surrounded by faint, ethereal music for 1 minute.
99‑00 You regain all expended sorcery points, up to your normal maximum.
Wild Magic Bonus Spells
d20 Sorcerer Level Spells
1 1st *identify**
3rd *arcane lock**
5th water breathing
7th fabricate
9th *awaken**
2 1st fog cloud
3rd invisibility
5th *nondetection**
7th greater invisibility
9th passwall
3 1st longstrider
3rd spider climb
5th fly
7th dimension door
9th *teleportation circle**
4 1st burning hands
3rd flaming sphere
5th fireball
7th wall of fire
9th flame strike
5 1st detect magic
3rd locate object
5th *clairvoyance**
7th arcane eye
9th *scrying**
6 1st charm person
3rd suggestion
5th tongues
7th confusion
9th dominate person
7 1st mage armor
3rd blur
5th protection from energy
7th *stoneskin**
9th antilife shell

* These spells do not require material components.


 
d20 Sorcerer Level Spells
8 1st witch bolt
3rd gust of wind
5th lightning bolt
7th ice storm
9th flame strike†
9 1st entangle
3rd barkskin
5th plant growth
7th grasping vine
9th tree stride
10 1st animal friendship
3rd animal messenger
5th conjure animals
7th conjure woodland beings
9th conjure elemental
11 1st command
3rd hold person
5th slow
7th Evard's black tentacles
9th hold monster
12 1st comprehend languages
3rd locate object
5th tongues
7th locate creature
9th *legend lore**
13 1st false life
3rd ray of enfeeblement
5th animate dead
7th phantasmal killer
9th *raise dead**
14 1st cure wounds
3rd lesser restoration
5th remove curse
7th death ward
9th greater restoration

* These spells do not require material components.

This spell deals lightning damage instead of fire and thunder damage instead of radiant.

Wild Magic Bonus Spells (cont.)
d20 Sorcerer Level Spells
15 1st silent image
3rd mirror image
5th major image
7th hallucinatory terrain
9th mislead
16 1st Tasha's hideous laughter
3rd enthrall
5th hypnotic pattern
7th compulsion
9th modify memory
17 1st shield
3rd silence
5th counterspell
7th banishment
9th Bigby's hand
18 1st grease
3rd flaming sphere
5th hunger of Hadar
7th Otiluke's resilient sphere
9th wall of force
19 1st magic missile
3rd darkness
5th fireball
7th dimension door
9th wall of stone
20 1st find familiar
3rd misty step
5th fly
7th polymorph
9th animate object

Bonus Spell Design

The bonus spells listed for each d20 result follow a theme. If you prefer that your Wild Sorcerer have a more random feel to their spells, you can instead choose to roll 1d20 once for each level for which you qualify for a bonus spell and selecting the bonus spell for that level from the corresponding table. This method takes a bit longer, but results in a more truly random distribution of spells. As with the standard method, if you roll a spell that you already know, you instead recieve bonus spell points above your normal maximum equivalent to the casting cost of that spell at it's lowest level.